Brett, J., 2025. Respawning Originality Into Gamified Keyboard Practice: How Video Games Can Be Used To Practice Technical Skills For Adult Beginner Keyboardists. Doctoral Thesis (Doctoral). Bournemouth University.
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Abstract
Learning to play a physical instrument (specifically, key-based instruments) and un- derstanding music theory presents significant challenges, particularly for adults pursuing independent learning. Research demonstrates that a large majority of adult beginner key- board learners abandon their musical pursuits early in their journey, often before achieving proficiency in fundamental skills. Through systematic literature review and primary research across multiple studies, this work identified that a key factor in early abandonment was the disconnect between effort invested and perceived progress, particularly in foundational skills like rhythm, audiation, and notation reading. While existing solutions attempt to gamify either the entire learning process or add surface-level game elements to traditional methods, there remains a critical gap in research regarding game-based learning specifically designed to develop these core competencies. This research presents three primary contributions: novel artifacts in the form of learning- based games, a comprehensive framework for their design and development, and a robust methodology for assessing such solutions. Through iterative development and multiple em- pirical studies, including a week-long longitudinal study with 30 participants, we demonstrate that properly designed game-based learning tools can significantly improve both engagement and skill acquisition compared to traditional practice methods. Results showed that those who engaged with our game-based solution demonstrated 30% greater improvement in nota- tion reading skills while maintaining consistently higher practice engagement throughout the study period. Beyond addressing immediate learning challenges, this work provides a foundation for future development in game-based music education and potentially extends to other domains requiring sustained practice and engagement. The framework and assess- ment methodologies developed through this research offer valuable tools for researchers and developers seeking to create effective educational games that balance engagement with meaningful skill development.
Item Type: | Thesis (Doctoral) |
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Additional Information: | If you feel that this work infringes your copyright please contact the BURO Manager. |
Uncontrolled Keywords: | Applied computing; Education; e-learning; human-centred computing; HCI |
Group: | Faculty of Media & Communication |
ID Code: | 41015 |
Deposited By: | Symplectic RT2 |
Deposited On: | 12 May 2025 11:02 |
Last Modified: | 12 May 2025 11:02 |
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